Post by Natalia Moiseeva
Our Gen-Z students are determined and like challenges. So, to 'sell' any writing activity to them show what’s the practical value in it and make it fun, gamify!
In fact, an ability to write powerful texts is not just a language sklil – it’s a superpower! Because any advertising or political campaign, social movement, negotiations or even relationships start with the text.
They would rather go online rather than hang around with friends.
But let’s not take it the wrong way. From the vantage point of the XXI century this behavioral pattern is just normal, because:
1. They are digital natives; that’s why social networks are their natural habitat where they meet people and form communities.
2. They are practical – they join i-clubs, 'friend', 'unfriend' and 'follow' people according to their interests and values. They care about the quality of their surrounding.
So-called "Snackable content" seems to be one of the biggest trends in today’s market.
Initially snackable content was related to short videos in social media used as a marketing trick stimulating consumers‘ demand and urging people to buy certain products. Though this concept can be also aplicable to educational environment - for creating short engaging activities in class. This is a perfect format for ice-breakers aimed at introducing a topic.
Ever since your students have met you outside school – walking your dog in your ''lucky pants'' or shopping in a local supermarket – they know you are not a robot!
-''Look! She’s eating a chocolate bar – she is really human!'' They are shocked, you are confused. You are making a joke – they are paying you a compliment. They are amused – you are delighted. The issue is solved thanks to your positive emotional contact!
1. You are unprepared - for some awkward reasons you forgot to work out a lesson plan or at least to sketch some ideas, so you are in front of the class and you've got nothing in your sleeve. Booo!
Solution: - A good chance to try a Dogme lesson. Come up with a simple question: How do you feel today? and just follow the flow.
They’ve joined the board games club! When it first started it was meant to be a 'consillium' organised by the language department to get over something that seemed to be the fast-spreading desease among students, easily recognised by the following symptoms:
- Getting bored of working with any kind of textbooks;
- Using workbooks for drawing;
- Picking up their phones any moment you are not looking;
Diagnosis made: 'Allergy to books'. Prescription: 'Gamification'.